UltimateBawb 1 Posted November 16, 2013 Wouldn't a considerable down side of using a bolt-action rifle like the Cheytac be loosing your target once you need to rack the bolt? It seems like a logical thing as you likely couldn't hold your cheek to the optic while pulling the bolt up and back. Thoughts? Share this post Link to post Share on other sites
Koukotsu 2 Posted November 16, 2013 (edited) Nah, it's actually designed in a way that makes it quite easy to keep shouldered and sighted in while cycling the bolt. All the bolt action rifles that I have personal experience with provide around an inch or more of clearance from my face when cycling, it's probably something that is very often taken into consideration by the designers. Besides, we don't even have a proper bolt cycling animation yet :icon_lol: Edited November 16, 2013 by Koukotsu Share this post Link to post Share on other sites
galzohar 31 Posted November 16, 2013 At least while prone it should be very easy. Couch/Stand would depend on the weapon (how heavy it is and how it is designed). With an M24, for example, you'd go a bit off target but not all over the place while cycling the bolt in crouch/stand position, but while prone you'll stay almost on target (but obviously still need adjust a bit in order to actually hit it). Share this post Link to post Share on other sites
instagoat 133 Posted November 16, 2013 Bolt actions don't even work, being treated like semi-automatics, so I don't even see how this could be brought into the discussion without the basis being there. Ie, working bolt actions with animations, magazine management and ammunition. Same for shotguns (you can't treat a pipe-magazine shotgun like the pipe is only one mag, you need to load on a round per round basis.), which possibly have not been introduced yet simply because the game is unable to correctly simulate hand operated, individual-round loaded weapons yet: the cheytac may only be a fluke that's been used for lack of a comparable blufor weapon to the redfor .50. They possibly wanted to introduce proper animations and systems for these guns (bolt action and shotgun platforms), couldn't manage it and threw the shotguns out, keeping the cheytac as a stop-gap or runover asset until propped up with the correct animations (character working the bolt) and the ability to load the guns up on a round per round basis at least for shotguns. Share this post Link to post Share on other sites